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PhysioVaping VR

Designing VR software for scientific study

Published Study Protocol

VR Interaction Design + Engineering

Health Research

Built the interaction layer for a VR research tool measuring nicotine craving through eye-tracking and biometrics. Study protocol published in JMIR, with 20+ participants through the study so far.

Built the interaction layer for a VR research tool measuring nicotine craving through eye-tracking and biometrics. Study protocol published in JMIR, with 20+ participants through the study so far.

Team

Dr. Shu Wei

XR Pediatrics Researchers

Timeline

May 2025 - Jan 2026 [Dev]

Feb 2026 - Present [Study]

Roles

VR Design Engineer

Tools

Unity VR

Oculus/Meta VR SDK

iClone 8

Skills

Interaction Design

VR Engineering

HCI Research


Tools

Figma

Claude Code

Notion

Unity VR

Oculus/Meta VR SDK

iClone 8

Skills

Product Design

Research Strategy

User Testing

Interaction Design

VR Engineering

HCI Research

Context

Every decision was judged against one bar: would this affect the data.

Over the course of half a year, I designed and developed a VR research tool alongside Dr. Shu Wei at XR Pediatrics, a Yale School of Medicine lab, measuring if we can track nicotine craving in young adults through eye-tracking and biometrics with nicotine-related cues (eg. visuals, sounds, dialogue, 3D characters) in VR. I built the core experience over six months, and have supported the study since.

We tracked

3 biometrics

heart rate | eye gaze | skin conductance

So far:

20+

participants, and research is ongoing

This protocol has been

Published

in the Journal of Medical Internet Research

Problem Statement

Can physiological response inside a controlled VR environment surface an early signal of nicotine-use risk that self-report can't reliably provide?

The Challenge

Find out whether biometric response in VR can catch what self-report misses for nicotine craving.

Traditional assessments of nicotine craving and addiction risk lean on self-report, which is biased and blind to real-time cognitive and emotional response.

PhysioVaping VR tests whether eye gaze, heart rate, and skin conductance captured during VR cue exposure can reliably differentiate young adults who vape from those who don't, a non-invasive, harder-to-fake way to screen for nicotine-use risk in youth.

The Tension

The study needed consistent, controllable conditions. Most participants had never worn a VR headset in their life.

I co-designed participant flow with Dr. Wei around the fixed research progression, while still letting people explore freely with 3D characters within each VR environment, switching between one social and one non-social scene, each built to draw eye gaze without forcing it.

What the study needed

Consistent, controllable conditions for heart rate + eye gaze tracking

Clean biometric data, repeatable across every participant.

What the participant needed

A space that felt natural, not clinical, as most had never worn a headset before.

  1. Baseline biometric measurement in neutral scene

  1. Cue exposure in stimuli scenes w/ biometrics tracking

  1. Participant reflection and feedback

Study Storyboard: 2 scenes with stimuli to measure cravings through biometrics

Key Decisions

Two calls where the obvious interface wasn't the right one.

Decision

Hand-tracking menu, not a persistent UI

Reasoning

Immersion. The Quest Pro's built-in hand tracking meant objectives could surface through a palm rotation instead of a UI layer floating over the scene, leaning on what the headset already does well, instead of importing a flat-screen menu pattern into VR.

Hand motion based interface

Talk Button [Old]

Proximity-Based Dialogue

Decision

Ambient proximity dialogue, not a "Talk" button

Reasoning

Working with 8 members of a youth advisory board and the XR Pediatrics researchers, we flagged a "Talk" button as too invasive. An input that reads as "pressing a button" works against immersion and the peer pressure we're measuring. I redesigned around proximity: get close enough, and the conversation starts on its own.

Craft in Execution

Translating a research protocol into a working Unity build, turning interaction design into code with immersion.

After designing the VR experience and interactions, I built in Unity and C#, along with working on animations and character models in iClone8/Character Creator 4.

Gesture MenuObjectives surface with a simple palm rotation - no persistent UI
Proximity Dialogue
World Space UI
Gesture MenuObjectives surface with a simple palm rotation - no persistent UI
Proximity Dialogue
World Space UI

Co-Design & Iteration

Two focus groups changed the music, the script, and the way VR characters moved.

We worked directly with SMEs and two youth advisory board focus groups (8 members total) of the target age group to refine the experience for immersion, intuitiveness, and believability.

Co-Design Process Diagram

Music

Music

Before: No ambient music

After: Context-aware background music and SFX matched to social tone (eg. party music, ambient dialogue)

Script

Voice lines edited from original script (which sounded too formal and like adults) to match real slang and study aim.

Animation

Facial-timing and body movements tweaked in iClone8 for peer believability, with lip syncing introduced.

Interaction Placement

Character groupings, convenience store items were repositioned to feel natural in the space and easier for participants to see.

Impact

Published in JMIR, with 20+ participants through the study so far.

The study is still ongoing. I continue to support XR Pediatrics on recruitment, participant interviews, and running the VR experience technically, and early findings are planned for submission to CHI 2027.

Me + XRPeds @ Games For Change 2025!

Reflection

What I'd carry into the next project.

On designing for a user who's never done this before

Most participants had never worn a VR headset. I learned to stop assuming any baseline familiarity and design every onboarding moment as someone's very first minute inside a headset — because for most of them, it was.

On the gap between the design review and the headset

No amount of reviewing flowcharts caught what showed up the moment I put the headset on. Iterating in the headset itself became the actual design process, not a QA step tacked onto the end of it.

Contact chrisshia09@gmail.com for password access!

Chris Shia (Updated Aug. 2026)

Made with Framer, Figma, Claude Code

Send me a message!

Contact chrisshia09@gmail.com for password access!

Chris Shia (Updated Aug. 2026)

Made with Framer, Figma, Claude Code

Send me a message!

Contact chrisshia09@gmail.com for password access!

Chris Shia (Updated Aug. 2026)

Made with Framer, Figma, Claude Code

Send me a message!